arguing translation of games to narrative and vice versa
are video games stories?
you cant just be an audience in games because nothing will happen
the characters have different motivations and agendas
adventure games are decendents of text adventures.
early gaming history didnt really dabble in narrative aside from text based adventures.
early games were too abstract
technology made game worlds more believable.
stories can just be an excuse to make a game.
games can draw from other media and focus on certain parts of the universe.
those games can happen differently than the movie because there are choices.
the point of age of empires is resource management
games have goals
sims = adult doll house
significant story role =narrative video games
narrative is succession of event
visual/verbal representation=text
act of telling=narration
order of events
linear narrative
book is the same text/experience each time.games arent
some games are nonfiction,retelling of life events
some texts you assume relationships as how we would normally
player can loosely connect their actions to the universe of the game they are playing.
player makes it a story
story can constrain player to try tell a better story.
Storytelling:
who,what,how,why of narrative
fictional world is the setting which includes setting actors
games have settings since the beggining
many parts of game world are for looks not use.
genre affects players motivation to explore
spatial representation is unique to videogames.
fairness rules over space in multiplay games.
criticism of cutscenes alot
taking agency for effect
introduce conflict,upcoming gameplay context.
move the narrative towards what the author wants the player to experience.
cutscenes can mark change of time ,time skips
taken to another location
people are used to time skips in games
control time for effect,slowmo matrixness
establishing cutscene surveilance information
games cant convey things properly with free will
cutscenes are authors voice
imagine world and view it as a player
interactive.
scale of interactivity with NPCS
shape language myths,common stereotypes,etc should be used more?
change character personality.
distinct personality can alienate players,but there are cases of distinct characters that like,laracroft
vague expressions that still fit with player,victory losing
filling in the blanks
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